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Docs into wiki (#510)

* Docs into wiki

* Redirect readme
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Matthew 2018-12-06 06:27:29 -05:00 committed by Valansch
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@ -16,7 +16,7 @@ To join a RedMew Factorio server, follow the following steps in Factorio:
> _Note_: Not every server in this list will be official. If you're in doubt, join Discord and ask.
## Documentation
Looking for a way to play a RedMew scenario yourself? You can find an overview of [the documentation in the docs directory](/docs/Index.md).
Looking for a way to play a RedMew scenario yourself? [Check out our wiki!](https://github.com/Refactorio/RedMew/wiki).
## Contributing
If you wish to contribute, don't hesitate to make a Pull Request or open an issue. When in doubt, you can always ask

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## RedMew Documentation Index
- [Installing and Using the RedMew Scenario](Installation.md)
- [Creating a New Scenario Using the RedMew Framework](NewScenario.md)
### Scenario Specific Documentation
- [Diggy Installation and Configuration](scenarios/Diggy.md)
All documentation has moved to the project's wiki: https://github.com/Refactorio/RedMew/wiki

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## Installing and Using the RedMew Scenario
Some scenarios have more detailed information, please check [the index](Index.md) before continuing with the generic
RedMew installation. To install the RedMew scenario directly into something playable, [download the
archive](https://github.com/Valansch/RedMew/archive/develop.zip) and take the next step based on your Operating System.
- **Windows**: extract the the zip file into `%appdata%\Factorio\Scenarios\RedMew`
- **MacOS**: extract the the zip file into `~/Library/Application Support/factorio/Scenarios/RedMew`
- **Linux**: extract the the zip file into `~/.factorio/scenarios/RedMew`
Make sure it's called RedMew and there's a `control.lua` in the root of that directory. If you are using the RedMew
scenario for a public-facing multi-player server, be sure to provide attribution back to github and keep links to the
Discord, Patreon and website intact.
> _Note_: these locations are based on the default configuration [defined by
factorio](https://wiki.factorio.com/Application_directory). If your installation is not default, you have to find your
scenarios directory in another way.
## Generating maps
There are 3 ways to generate maps using our scenario: Vanilla, FactorioMapConverter and Custom Maps.
### Vanilla
Start the scenario from the scenario menu and you are ready to go. Additionally you can turn features on or off via
[`control.lua`](../control.lua) if desired.
### Custom Maps
There are many pre-made map modules that can be combined to create a unique map.
Map module previews can be found in [map_gen/data/.map_previews](../map_gen/data/.map_previews). You can select and
activate a module by removing the `--` in front of the require in [`map_layout.lua`](../map_layout.lua).
You can mix as many modules as you want, as long as they logically fit together.
### FactorioMapConverter (Windows only)
You can generate your own maps from images. First convert the image file into a lua file (For example `image_data.lua`).
Then use our scenario to load the `image_data.lua` file and generate the map from it.
To create your own map preview:
1. Download the Map Converter [here](https://github.com/grilledham/FactorioMapConverter/releases) to generate the
`image_data.lua`.
2. Place your `image_data.lua` file in the `map_gen/data/presets/` directory.
3. Create new lua file (for example `my_image.lua`) inside the folder `map_gen/presets/`. This file is used to configure
your map (scale, translate etc.). To do this, you can copy `map_gen/presets/template.lua` and replace line 8 to point
to your `image_data.lua`
4. Load your new preset by adding a new line to `map_layout.lua`. This should look similar to this:
```lua
MAP_GEN = require "map_gen.presets.my_image.lua"
```
5. Load the scenario from the scenario menu.
All documentation has moved to the project's wiki: https://github.com/Refactorio/RedMew/wiki

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## Creating a New Scenario Using the RedMew Framework
To add a new scenario and make it available to everyone that wants to use RedMew, make a Pull Request on github to
request adding your scenario to the repository.
### Starting From Scratch
Depending on the size of the scenario, it could be desired to have its own dedicated directory. By default a scenario
is added in `map_gen/combined/your_scenario.lua`.
#### Step 1
If you're not experienced with git, it's advised to read up on how git works first or ask someone else to help out. To
get your change into the repository, you need to [fork the repository](https://help.github.com/articles/fork-a-repo/)
and eventually make your Pull Request from there. [Clone](https://help.github.com/articles/cloning-a-repository/) the
fork to your local environment and get your favorite IDE or Editor ready.
#### Step 2
Small scenarios can go into a single lua file, bigger scenarios might need their own dedicated directory. To follow the
RedMew structure for scenarios, create your scenario file: `map_gen/combined/your_scenario_file.lua`.
#### Step 3 (Optional)
If you plan on making a bigger scenario, create a directory: `map_gen/combined/your_scenario_file/` where you can place
your scenario specific lua files.
#### Step 4
Regardless, the `map_gen/combined/your_scenario_file.lua` file will be the entry point for your scenario and will be
loaded via `map_layout.lua`. Underneath `--combined--`, add your require: `require map_gen.combined.your_scenario_file`.
When making the Pull Request, make sure to comment the require in `map_layout.lua` as by default it should be off. To
enable debugging and get some extra feedback during development, enable `_DEBUG` in `config.lua`.
All documentation has moved to the project's wiki: https://github.com/Refactorio/RedMew/wiki

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# RedMew style guide
Not strictly enforced, but we appreciate if you try to remain consistent with our standards.
* Include at least a brief one-line summary in a LuaDoc (a comment with 3 dashes `---`) before each public-facing function
* A LuaDoc with extended summary, `@params`, and `@return` is encouraged. ([LuaDoc Manual][1])
* Tabs are 4 spaces
* Keep each line of code to a readable length. Under 140 characters when reasonable.
* Never leave trailing whitespace.
* End each file with a newline.
* Newlines are unix `\n`
* Strings should normally be encased in `'` single-quotes. For strings with single quotes inside them, `"` double-quotes can be used.
* Use spaces around operators, after commas, colons, and semicolons.
```lua
sum = 1 + 2
a, b = 1, 2
if 1 < 2 then
game.print("Hi")
end
```
* No spaces after `(`, `[`, `{` or before `]`, `)`, `}`.
```lua
table = {1, 2, 3}
table[1]
```
* Use empty lines between `functions` and to break up functions into logical paragraphs.
```lua
local function some_function()
local data = global.data
local format = global.string_format
local string = Utils.manipulate(data, format)
game.print(string)
end
local function say_hello()
game.print("Hello")
end
```
* When creating a table over multiple lines, include a trailing comma after the last item.
```lua
myTable ={
'item1',
'item2',
'item3',
}
```
[1]:[http://keplerproject.github.io/luadoc/manual.htm]
All documentation has moved to the project's wiki: https://github.com/Refactorio/RedMew/wiki

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## Diggy Installation and Configuration
Diggy is a custom [RedMew](../../README.md) scenario. You start out with nothing but a market, your pick-axe and some
walls [deep, deep in the mine](https://www.youtube.com/watch?v=ov5pxaIbJlM). The goal is to launch a rocket, but be
careful, there's not a lot of space and the mine is unstable!
- Gameplay: https://www.youtube.com/watch?v=J3lheDK-6Cw
- Time lapse video: https://www.youtube.com/watch?v=4cRsx-wl_fk (By Namelesshunter Gaming)
> _Note_: Scenarios- also known as soft-mods- are scripted maps. They can be played online without having to download
any mods as the script is included in the map.
### Scenario Information
The idea of Diggy is similar to vanilla, except that it greatly changes how to build your factory. As you're in a cave,
each rock you dig, each support entity you remove and every tile you mine, can cause a collapse. You can use walls,
stone paths and (refined) concrete floor to increase the strength of your mine and reduce the chance of a collapse.
Whenever you place or remove a wall for example, the stress level of the area around it (9x9 tiles) will rise or lower.
When a certain threshold is reached, the cave will collapse. You can stop this by quickly placing walls or run away as
fast as you can. Letting the cave collapse _will_ destroy structures below it! The recommended pattern on dirt is to
place a wall every 4th tile. Using stone paths and concrete will increase this to 5 tiles while refined concrete will
make it 6.
## How to start Diggy for Single-player mode
#### Step 1
Download the zip file from
[https://github.com/Valansch/RedMew/archive/develop.zip](https://github.com/Valansch/RedMew/archive/develop.zip)
#### Step 2
- **Windows**: extract the the zip file into `%appdata%\Factorio\Scenarios\Diggy`
- **MacOS**: extract the the zip file into `~/Library/Application Support/factorio/Scenarios/Diggy`
- **Linux**: extract the the zip file into `~/.factorio/scenarios/Diggy`
Make sure it's called Diggy and there's a `control.lua` in the root of that directory.
> _Note_: these locations are based on the default configuration [defined by
factorio](https://wiki.factorio.com/Application_directory). If your installation is not default, you have to find your
scenarios directory in another way.
#### Step 3
Open `map_layout.lua` in that directory and look for `--require "map_gen.combined.diggy"`.
Change this to `require "map_gen.combined.diggy"`, by removing the double dashes.
#### Step 4
In factorio start either a local or online game via Scenarios. Select `Diggy` under
`User scenarios` and start it up.
> _Note:_ Downloading the latest version might not always be a functional version, please consult on discord for a
working version if this is the case.
#### Step 5 (optional)
Diggy is designed to work for at least 15 players online, working together. It's advised to change the configuration
to adjust the difficulty for your needs. You can find the config in `map_gen/Diggy/Config.lua`. Most options should be
well-explained. For Single-player it's recommend to enable cheats with modified values. You can change the starting
items and some pre-defined cheat values (if cheats are enabled) under the `SetupPlayer` config item.
## Configuring Diggy
### Changing or Disabling Biter Spawning
You can find the biter spawning feature in the config file under `AlienSpawner`. If you don't want biters to spawn
according to the Diggy scenario, turn this feature off completely.
### Disabling Collapses
While one of the core features, it can also be fun to play without. To turn off collapses completely, you can turn off
this feature under `DiggyCaveCollapse`. If you experience performance issues while digging, you can turn off this
feature as well as it can be quite heavy.
### Configuring Resource Spawning
At the moment, Diggy is not yet using any of the build-in mechanics to spawn resources and you will have to manually add
them. The resource spawning mechanism is quite complex, so don't hesitate to us how to configure it on Discord. Most
basic configuration can be found under `ScatteredResources`. To customize the resource weights, you have to configure
those specifics in the `map_gen/Diggy/Orepattern` directory. Resources are defined with a weight, meaning you can add
your own resources (for example bobs or angels) with a value and the scenario will automatically calculate the proper
spawn chances.
### Adding Market Items
Items can be configured by adding the desired item under the `Experience` configuration. You only have to define a level
at which it unlocks and a price. For a list of items, you can look up each possible item on the
[Factorio raw data page](https://wiki.factorio.com/Data.raw#item).
All documentation has moved to the project's wiki: https://github.com/Refactorio/RedMew/wiki

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In terms of daylight during the day/night cycle:
when dusk begins the light decreases until
evening (aka nighttime) which is full darkness until
morning which increases the light level until
dawn (aka daytime) which is full brightness until dusk
Defaults as follows:
ticks_per_day=25000 (approx 6 mins 56.4 secs)
dusk=0.25, evening=0.45, morning=0.55, dawn=0.75
If you keep your numbers < 1 , it's the percentage
of the total ticks at which the phase of day will change
Not sure what happens if you go > 1
When setting these variables, the command will fail if it changes
the *order* of the phases. Ex: morning must be > evening but < dawn
Lastly, the map starts at time tick 0 so if you want to start during full
daylight you want a dusk > 0